Peningkatan Kapasitas Kader Lansia dalam Memberikan Edukasi Pencegahan COVID-19 melalui Video “Controllers” dan Stimulation Games
Keywords:
Covid-19, Lansia, pencegahanAbstract
COVID-19 poses a threat to the older people with hypertension because of the potential for the severity of the condition. Preventive efforts for the older people with hypertension in the family are very necessary. The purpose of this community service is to increase the capacity of older people’s cadres in providing COVID-19 prevention education forolder people with hypertension and their families. The program implementation method consisted of two sessions with ten participants who were elderly posyandu cadres in Riang Gede Village, Tabanan Regency, Bali Province. The activity was carried out at the Balai Serbaguna Desa. The first session was conducted in the form of lectures, educational games, video screenings, and offline roleplays. Meanwhile, the second session was carried out with monitoring through the WhatsApp Group platform. The results obtained in this community service are an increase in the average knowledge score of 3,2, the average score of attitude is 7, and the average score of behavior is 10,9. These results can be used as reference material for distributing Stimulation Games and “Controllers” videos in a wider scope so that the benefits can be felt more optimally.
ABSTRAK
COVID-19 menjadi ancaman bagi lansia hipertensi karena berpotensi terjadinya keparahan kondisi. Upaya preventif untuk lansia hipertensi di dalam lingkup keluarga sangat diperlukan. Tujuan pengabdian masyarakat ini adalah untuk meningkatkan kapasitas kader lansia dalam memberikan edukasi pencegahan COVID-19 untuk lansia hipertensi dan keluarganya. Metode pelaksanaan program terdiri dari dua sesi dengan sepuluh orang peserta yang merupakan kader posyandu lansia di Desa Riang Gede, Kabupaten Tabanan, Provinsi Bali. Kegiatan dilaksanakan di Balai Serbaguna Desa. Sesi pertama dilakukan dalam bentuk ceramah, permainan edukatif, pemutaran video, dan roleplay secara luring. Sedangkan, sesi kedua dilkukan dengan pemantauan melalui platform WhatsApp Group. Hasil yang didapatkan dalam pengabdian masyarakat ini adalah terjadi peningkatan skor rerata pengetahuan sebanyak 3,2, skor rerata sikap sebanyak 7, dan skor rerata perilaku sebanyak 10,9. Hasil ini dapat dijadikan bahan rujukan untuk menyebarkan Stimulation Games dan video “Controllers” dalam lingkup yang lebih luas sehingga manfaatnya dapat dirasakan lebih optimal.
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